Profile of WhiteFlash
General Information
Broadcast: https://www.twitch.tv/WhiteFlashReborn
Website: https://www.patreon.com/user?u=14312841&fan_landing=true
Xfire: whiteflash444
Steam: 76561198005549659
Nationality: United States
Game Name: WhiteFlashReborn
Broadcast: https://www.twitch.tv/WhiteFlashReborn
Website: https://www.patreon.com/user?u=14312841&fan_landing=true
Xfire: whiteflash444
Steam: 76561198005549659
Nationality: United States
Game Name: WhiteFlashReborn
Post History of WhiteFlash
Thread: 1vs1 Removing map from automatch1 Aug 2018, 12:40 PM
And I appreciate the repsonses Sturmpanther, I'm sorry if this comes off abrasive. I just hope some thought is put into considering the approaches I laid out and reconsidering voting to improve the ladder map pool. Process is critical to success. |
Thread: 1vs1 Removing map from automatch1 Aug 2018, 12:39 PM
Reworking maps that arent salvagable is, by definition, a waste of time. But that isnt what this is about, you have lost sight of what started this. Its this community voting on ladder maps that is the problem I have.
Many tournaments & SNF 4: Argentan Crossroads COH1 In ladder: Alsace Moselle COH1 In ladder: Crossroads COH2 In ladder: Alliance of Defiance COH2 Poised to be better than Crossroads: Nexus COH2 And I've done much more than make those 5 maps, Ive helped Relic at their request more times than I can count. You don't understand my contributions to the coh1 & coh2 map pool, and thats OK. I dont want this thread to get toxic because of 1 person (you) who doesnt understand. Please show civility. And dont lose sight of this fact:The ladder map pools improvement is and always has been the goal. |
Thread: 1vs1 Removing map from automatch1 Aug 2018, 02:16 AM
Lets use the leeway that relic has given the community to show them how powerful our participation can be instead of using the same, inefficient "lets vote in 1 thread on 1 site" solutions that have been used since the dawn of COH. It used to be used out of necessity but now we have better tools and way more powerful possibilities if we choose to use them.
14 maps is not 6. Whatever minimum they can stomach should be aimed for considering some of the lower quality maps still in rotation. And you shouldn't have to bargain with them. Relic has to see the merit in this reality and the potential to possibly double the quality of the map pool. It is their game, as I stated in my last post.
Yea anyone who puts as much time in this as you do should be paid something, not joking. Some people have put thousands upon thousands of hours into COH. You are one of them, which is outstanding. And I 100% understand how much time it takes.
True, and agreed that patch was an improvement love to see it, the bar set by the map pool in the past was very low to be fair.
This is one of my biggest problems. Your the one person telling the mappers what to do. This is where your lack of skill in map design and your insistence to take charge of mapping enterprises is a problem. The amount of potential decisions needed to be made to balance a map has to come from an enormous amount of time invested in each map. Thoroughness and design experience is key. Not just experience with the worldbuilder, but experience designing ladder worthy maps. With respect, you don't have the experience and you definitely don't have the time to be thorough because your doing so much stuff for the community as is.
This is where your lack of map design will again, cause problems. Your first point is only partly true, people complain and are affected by their bias when they win (think the map is great) and when they lose (think the map is bad). The experience of the mapper will be the filter to remove the bias and understand the map as a system and adjust the design as the mapper sees fit. If you have an inexperienced mapper or some kind of manager (you in this case) dictating changes the map wont be improved as much as it could be otherwise. Your second point is true, and thats why thoroughness and design experience is critical. If those two things are ignored then the quality will suffer, and things will move slower.
Agreed
Better, but the past map pool was an extremely low bar to set. The 3v3 and 4v4 pool are in desperate need of upgrade.
100 people voted per mode. 100. There were, just in 2v2 mode, about 430,000 games played when this data was procured. How can you possibly think that 100 people voting in 2v2 is more illustrative of reality than this much data. Again this data and much more of it if Relic were willing to share, with expert players and expert mappers could work in conjunction to generate better map quality faster and more effectively than the current solution.
[b]This is a PRC list for designing systems for NASA.[/b] This is one of dozens of specifications that you have to be familiar with and understand to design anything for the environments and applications that are involved in aerospace engineering. I work with these every single day, which is a tiny portion of what my experience base involves in RL. Im not bragging I'm pointing out something. I don't "prefer" stats, they are the basis for good design and clear thinking and rational decision making. The power and potential of statistical analysis and large swaths of data are so huge that it would be, at best, irresponsible to ignore them and we are lucky to have the luxury to obtain them at all. SiphonX for president 2020
Ok My main point again, is that you aren't an experienced ladder mapper, you aren't even a regular mapper. Its damn hard to be a good competitive mapper. And the approaches that are being taken to improve the map pool is not the best approach. The rational for the map changes cant come from 1 guy whos mapping experience is as low as it is, especially when you have guys who have more than enough experience and skill to do the job, and im not talking about USING the worldbuilder, I'm talking about making the design decisions and solving the design problems and being the filter for information from people, that's extremely difficult if you don't have experience. If coh2.org is going to have a contact point for map overhaul it should go through someone that is at least qualified to do this job. That person should be the lead mapper for COH2.org, which in this case is Tric. And he should be able to use his discretion to communicate with Relic about changes to the map pool. You can support him if you like, anyone can but to have someone that is in your position leading ladder mapping solutions with your current approaches to drive development is crude at best. Sorry once again if this seems like I'm being abrasive, its not my intention. The map pools improvement is and always has been the goal. You must understand that we both want the same thing. Im offering a better path forward. I hope my experience and mapping products speak for themselves. I also appreciate the continued support of everyone. Thanks. |
Thread: The best of WhiteFlash & Trux GCS2 Casting1 Aug 2018, 00:31 AM
Not GCS2 cast but hilarious. Professor Dr Trux answering some sex questions: Trux is the spiritual leader of the COH2.org community hahahahaha And standby because Trux and I will be hosting a tournament for Nexus sometime soon so buckle up In: GCS Discussion |
Thread: The best of WhiteFlash & Trux GCS2 Casting31 Jul 2018, 22:51 PM
Couldn't get the twitch highlights to embed so links are posted, feel free to post your own it was a good time! Theres likely a lot more hilarious/great moments that I haven't bothered to clip. Enjoy. Stuve 2020 https://clips.twitch.tv/GeniusShyRabbitSpicyBoy Von Ivan goes balls deep https://clips.twitch.tv/ExuberantObservantOctopusWutFace Part 1 https://clips.twitch.tv/BoldDelightfulMomANELE Part 2 https://clips.twitch.tv/TenaciousPrettyJellyfishCoolCat RNJesus saves the day https://clips.twitch.tv/CloudyProudCrocodilePermaSmug In: GCS Discussion |
Thread: 1vs1 Removing map from automatch31 Jul 2018, 00:58 AM
Data is great. It tells you some very cool things. I agree this is the devils advocates position and approaching ideas as such, its just a very weak position I dig the devils advocate approach thanks Rosbone |
Thread: 1vs1 Removing map from automatch31 Jul 2018, 00:01 AM
Before you read this I don't have anything against Sturmpanther or anyone in particular. The quality of the map pool is #1 here, the pace of innovation here is far below what is possible, there are better ways. Please keep that in mind as you read. Thank you. _________________________________________________________________________ "I know the exact stats for all maps from 1vs1- 4vs4. Relic has his own datebase for that. But we (Relic and me) saw no reason not to ask the communtiy how they feel." You're not asking people "how they feel", you're taking a poll to pick maps to remove. "We will look how the vote will end and there is a good chance, that 2 1vs1 maps will get removed!" _________________________________________________________________________ The map pool has been worked on for over 5 years. The map pool has maybe 2 great 1v1 competitive maps out of 14. Lets call that number 4. That means COH2 has generated .8 good 1v1 maps per year. .8/year. This rate is so low we have to look critically at the format that Relic and the community has taken in regards to the map pool and maps in general. This idea that if we take a small portion of the coh2 community who visits coh2.org and bothers to vote on a random poll from a random coh2.org admin (and relic assisting somehow? were not told how these maps were chosen?) with a random set of maps, this will improve the map pool quality. This without some explanation from Relic or Sturmpanther seems confusing at best. If your goal is to improve the map pool this is not the way to do it. I've never understood why map designers in conjunction with Relics map designers don't work in conjunction to refine maps that are understood to be salvageable and dump the rest, then design new maps that can be injected into the pool. I understand this has been done at a painfully slow rate and yielded an even slower return of quality maps (~.8/year) so a more aggressive and well controlled solution should be put into action with a Relic mapper at the head of the effort that should stay in motion for the duration of COHs lifecycle. Get the best mappers together with the best Relic mappers or people of action, organize a focused group of testers who are willing to dedicate time to focused testing and reliably posting replays for mappers to analyze then make changes and repeat. _________________________________________________________________________ For example: Trics map recently got into automatch so he should be able to update the map as he observes games on it and updates his theories and understanding of his creation, there shouldn't be artificial limits on his, or Relics, or anyone's ability to implement improvements (within reason). Maps that have been in the pool for a long time but have shown sub-par quality should be removed without a second thought. If the map pool shrinks temporarily it doesn't hurt anyone, it removes the chaff from the wheat so to speak. Then new maps can be, after thorough design and testing, added to ladder to see how it does, while keeping a core of reasonably good maps to keep the pool strong. This is a classic design/engineering problem that have clear solutions. One of those solutions is not to vote on designs with a small portion of the community. Data and experienced intuition drives development. _________________________________________________________________________ And you Sturmpanther, to my knowledge, have never designed any COH maps let alone a high quality competitive map. With that in mind, have you or Relic involved high level mappers in the community in these 3 map choices that were put up? Or are you making decisions that you think are right, and if so based on what? It cant be the former because of this seemingly random 3 maps we have to vote on. You have to be more responsible than this if your goal is to improve the map pool as efficiently as possible. I'm mostly talking to Relic here as its their map pool not Sturmpanthers, he is just doing his best with the methods he is familiar with. I give him props for putting so much time and effort into COH as it is. The potential here, as with most of COH is enormous and it isn't served with these exercises that have proven over and over not to yield results in a reasonable timeline. There are plenty of times to involve the community with voting, this isn't one of them. People already vote with their vetos in ladder, which translate to data that tells you how often maps are played, that coupled with balance data has to drive decisions here. I'm not saying everything Relic has don't with the map pool has been bad, but this voting on maps to remove is confusing at best. We are very lucky that we have access to an enormous amount of data thanks to SiphonX. "Tho we are not only argument about stats. Reason: second most picked / played map is Road to kharkov in 2vs2 LUL" Elaborate "Also some of lowest picked maps in 1vs1 got reworked again. You should know this... Let's cross the fingers people will give the maps another chance." True, but what is the time limit your giving the reworked maps to show weather or not they have achieved the quality that we all demand from the ladder map pool? Do we wait 3 months? 6? 12? Genuinely curious here. And how many times do you rework a map before you remove it? Limits should be set and metrics have to be established to generate a pipeline where quality can flow. "And the maps are not random pulled!" Elaborate. "Thank you for your NOT confidence." Confidence in a peer is not given, its earned. _________________________________________________________________________ Please reconsider this voting course of action and focus on a solution like any designer would in any other design environment with constraints and a clear goal. I urge people to show support for this post on this thread if they care about the ladder map pool. |
Thread: 1vs1 Removing map from automatch30 Jul 2018, 04:34 AM
Yea...creating this thread doesnt make sense if the goal is to improve the map pool as much as possible, this kills me. These maps that are available to vote on arent even the statistically worst maps in the data compiled by SiphonX. They seem to be pulled at random. @sturmpanther, please end this antiquated approach to map pool improvement |
Thread: 1vs1 Removing map from automatch30 Jul 2018, 00:52 AM
This vote is a waste of time and makes no sense, use data to eliminate the worst maps. |
Thread: Bagration Casting Schedule28 Jul 2018, 12:33 PM
Looking forward to seeing the actual brackets when the checkins are complete! Trux and I are UP AND READY! In: GCS Discussion |
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